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Build 13 Beta 3 + Small Fixes

The 274 line of PROGRAM\QUESTS\both_reaction.c reads:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->locations[FindLocation("Tutorial_Deck")].weaponslocker.disbled = false;<!--c2--></div><!--ec2-->while it should be:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->locations[FindLocation("Tutorial_Deck")].box2.disbled = false;<!--c2--></div><!--ec2-->

Lines 2898 to 2900 from that file:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->ChangeCharacterAddressGroup(CharacterFromID("Crewmember_07"), "ShipDeck1", "goto", "goto1");
ChangeCharacterAddressGroup(CharacterFromID("Crewmember_08"), "ShipDeck2", "goto", "goto1");
ChangeCharacterAddressGroup(CharacterFromID("Crewmember_09"), "ShipDeck3", "goto", "goto1");
<!--c2--></div><!--ec2-->should be deleted.

pirate_kk
 
I have very bad news.

I made a stormy start at Saint Martin. I was put in wrong place on worldmap, but that's minor and I'll quickly fix it.

The real problem is that I attacked a Pirate. I heard a "crew on stations" message and when sea loaded I saw a lone brig. The music scheme was 'spokplavanie'; I didn't like it because I should hear a battle music. My worst apprehensions came true when I sailed close and couldn't board that ship - that was a ghost ship. Later, the same occured with the next pirate, as well as some french merchant: all those ships was hostile, was red on radar, fought with me but the music was calm and all of them was unboardable. That happened with all ships I met on the worldmap.

Did someone else observe that? I have no idea how to fix that.

I have Build13 Beta 3 with small update + all fixes I mentioned until now. I have commented out the line 776 from PROGRAM\Sea_AI\AIShip.c.

pirate_kk
 
no not that exact example - but i have had the madest of mad ass days with bugs and weird stuff going on. So much so i reinstalled everything and am starting over from game start tomorrow skipping beta1+2, i might even skip the small updates just so i can see where i'm starting from.

But yeah i agree something has gone a bit mad - or atlease(i hope) the madness was in my long suffering installation. Fingers crossed i wont see what i was seeing today.

oh it was stuff like vanishing rations
vanishing ships hull integrity(i lost 1/3 over night? no storms etc)
vanishing extra ammo(bullets+gunpowder) from party officers inventories(i had given them more than 6 per item type - so that might be why, they dont have the same forced limit that the player does).

Not being able to weigh anchor(during 'escort+destroy Oiseau' mission) after destroying the french ship, so i couldn't hire more crew(they had starved on the journey - 80days rations to zero in a day!), so i was stuck.

Capturing a ship while on that mission didnt quite work, the ship surrendered to the french fort in Falaise de fleur and i boarded it and got the Captain to agree to become my officer, with his ship etc. I was flying the french flag(like you have to)+put two of my Officers on the new ship - but when i went back into sailing mode it raised a dutch flag(it was dutch in the begining) and was sunk by the fort.

Forts kept fireing - even when no ships were on the radar/map/compass thing, and even after the fort had sunk the pirate ship, maybe it was a celebration or something?

lots of crazy stuff!!! and i hadn't even been drinking any rum <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
I sadly have to report that even after my clean install(Build12.1(full)+pre-build13(base)+new beta(3)) i'm still getting a few nasty issues - game breakers in the case of 32+32A(see below) <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />

Stuff i've seen that i had listed before in the other thread that is still active:

<b>1. Gameplay:</b> from game start with just 2 points on leadership, its very easy as a level 1 or 2 character to haggle the price of recruited officers down when hireing them - <b>suggest for later build(14?)</b> a way to limit the amount of attempts player can have to haggle with them(maybe set to players level+1? level 1 = 2 haggle attempts?)

<b>3. Bug/graphic:</b> On a few occasions i was left with a gunpowder graphic(for pistols etc) in my item inventory while not actualy having any left - when i go into a store it displays that i have 0 of gunpowder, this happens after exchanging gunpowder between you and your party officers.
Also possibly related: If you give any of your officers more than 6 of either gunpowder or bullets(which you can do) next time you save and load back all the extra(over 6) will vanish.

<b>5. Bug/graphic:</b> Cash on an Officer(when in the exchange screen) sometimes shown with 7 zeros after the amount. e.g 6368.0000000

<b>12. Bug/Double NPC:</b> During a tavern brawl+after reloading - the Officer(recruitable) that had been sitting downsairs spawned a replica of himself that stood in the middle of the table he was sitting at. both existed, just duplicates.
Also happens with npcs walking around the tavern(and possible elsewhere), and is caused by saving+reloading.
Can cause a CTD if one of the 'doubles' is killed.

<b>16. Dialogue/minor/suggest:</b> The players response to Simon Hanpool in GreenFord tavern seems too harsh/mad in the opening conversation. He(Simon) compliments the player of looking distinguished and you only have the option to critise his ability to run his tavern! a good way to gaurantee you will get the watered down(and spat in) rum imho! maybe tone down the harsh player dialogue for that bit?

<b>18. Bug/Dialogue:</b> Directions to Grey Rock Beach(for the mission mentioned above in No:17) are wrong now that we have a differnt map and orientation of the islands. The contact you meet on the dock says "travel North East out of the bay and head North around the Island" - this should now be "travel North West out of the bay and head South around the island" - also entry in Quest Book will need to be changed.

<b>21. Interface/minor:</b> when in 3D sailing mode and you enter any of the rather cool new ship screens like Captains Cabin/Crew Deck/Cargo Deck, return key brings up a little options menu with icons of legs(fast travel), Sea(back to top deck and 3D sailing mode) and doorway - doorway icon does nothing?

<b>22. Graphic/minor:</b> the New exit from Greenford to the path to Oxbay uses a graphic with a large church/mansion visable just behind the wall after the exit. This is the exit from Greenford so only jungle is actualy on the other side of the wall - is there another graphic we can use for that?

<b>23. bug/gameplay:</b> Injured crew dont regenerate health when not in your active party - so you can sail for months and they will never heal untill back on land and part of your party.

<b>24. minor/very minor:</b> in About Build>Credits>"List of build 13 modders include:" - Screwface is listed twice, once after Pieter, and once after Captain August.

<b>26. Bug:</b> Not finding bandages or cautarisation kits so far in my game, either in random loot or in stores. thats with a character between levels 1 and 4, and i explore eveywhere and everything!

Thats all the bugs from my previous list i have encounterd in the latest Beta(3), many of the others seem to be sorted(like all party gaining XP during storm) <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

<b>New bugs found:</b> - not applied "small fixes" or added "//" back infront of line 776 in AIShip.c

<b>31.Bug/minor:</b> Sometimes when buying pistolbullets from a vendor it wont let you - say you have 4 on you(you can carry 2 more without an ammo pouch), then in the vendor screen you select 1 or 2 as the amount to buy, click 'OK' - often does not make transaction. Money isnt the issue - i have plenty. If you keep repeating the process, clicking very quickly, it will let you get the items after a few attempts. strange?

<b>32. Bug/rations:</b> during the mission to escort the 'Oiseau' to Oxbay and destroy her on the way. I Start out in falaise de fluer with 54 crew/40 wheat/20 rum - enough food+rum for around 70 days.

Sail to Greenford: In minimap sailing mode it takes around 4-5 days according to the date/clock. During the voyage my crew will run out of rations and start to starve just before i arrive.

update: This also happens in the next bit of the quest where you have to escort the 'Albion' to greenbay. I'm guessing what happens is your new total combined crew(of your crew+escort ship crew) only take supplies from your ship?? I dont know how to confirm this.

<b>32A. Bug/Quest?:</b>After taking the escort+destroy Osieau quest, leave Falise de Fleur and head to Greenford. on arrival in the bay at Greenford switch to 3D sailing mode. Quick change french flag to Neutral(IH) flag. Fort attacks+sinks Oiseau. Quest wont update untill you go into one of the new deck screens(Captains cabin). I think it used to update as soon as the Oiseau was sunk.
You cant sail away as you have no crew to manage the sails(see rations bug above). Also you cant weigh anchor - to go ashore and hire more crew/get more food. Reload and try again - same thing.

Workaround: dont go anywhere but redmond? You will arrive with no crew(due to starvation) but the fort will destroy the 'Oiseau' and this time after you let the quest update(go to captains cabin and back) you will be able to weigh anchor. Then you can hire more crew - visit the govenor and carry on with the quest, which will involve more starvation of your crew <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

<b>33. Bug?/gameplay/very minor:</b> Never find bullets or gunpowder on dead npcs(maybe cause i use auto-loot dead bodies option in buildsettings.h?). Still this is maybe better game balance - so i guess very minor.

<b>34. bug/gameplay:</b> When moving from the main town section in Falise de Fleur to the part of town where the stores are, you loose all you party officers. when you enter the Store they are back again. Same thing happens in reverse as well(from store to main town).

<b>35. bug/gameplay:</b> see bug 34 above, but this time it happens when you go from the extended greenbay section with the Abbey of the Maltese knights. Go to the exit near the isolated hut with the smoking chimney, down the stairs between the two walled towers with the timber structures ontop. Follow it around and when you get loaded into the next section you are outside the shipyard in Greenford, but all by yourself as in bug 34.
 
<!--quoteo(post=167076:date=Oct 12 2006, 03:06 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Oct 12 2006, 03:06 PM) [snapback]167076[/snapback]</div><div class='quotemain'><!--quotec-->
<b>5. Bug/graphic:</b> Cash on an Officer(when in the exchange screen) sometimes shown with 7 zeros after the amount. e.g 6368.0000000
<!--QuoteEnd--></div><!--QuoteEEnd-->
I think I know how to fix it - by adding a 'makeint' instruction in a proper place - I must only figure out where.

<!--quoteo(post=167076:date=Oct 12 2006, 03:06 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Oct 12 2006, 03:06 PM) [snapback]167076[/snapback]</div><div class='quotemain'><!--quotec-->
<b>8. Bug/graphic:</b> missing portrait of 'Beatrice'(name of hireable officer diferent - but model of char is Beatrice from AoP) character when in dialogue mode in tavern - graphic appears fine in passenger list when recruited, just not present in initial dialgue.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Not a bug. Blaze and Beatrice Devlin skins was imported from AoP where there aren't any portraits during dialogs, only character names. Creating such portraits requires making animations, which is difficult.

<!--quoteo(post=167076:date=Oct 12 2006, 03:06 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Oct 12 2006, 03:06 PM) [snapback]167076[/snapback]</div><div class='quotemain'><!--quotec-->
<b>21. Interface:</b> when in 3D sailing mode and you enter any of the rather cool new ship screens like Captains Cabin/Crew Deck/Cargo Deck, return key brings up a little options menu with icons of legs(fast travel), Sea(back to top deck and 3D sailing mode) and doorway - doorway icon does nothing?
<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes. There's no attachments to other part to the ship, as well as fast travel doesn't work. You can only use a Sea icon to go back to sea and enter other deck from menu.

pirate_kk
 
<!--quoteo(post=167081:date=Oct 12 2006, 02:55 PM:name=pirate_kk)--><div class='quotetop'>QUOTE(pirate_kk @ Oct 12 2006, 02:55 PM) [snapback]167081[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=167076:date=Oct 12 2006, 03:06 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Oct 12 2006, 03:06 PM) [snapback]167076[/snapback]</div><div class='quotemain'><!--quotec-->
<b>5. Bug/graphic:</b> Cash on an Officer(when in the exchange screen) sometimes shown with 7 zeros after the amount. e.g 6368.0000000
<!--QuoteEnd--></div><!--QuoteEEnd-->
I think I know how to fix it - by adding a 'makeint' instruction in a proper place - I must only figure out where.<!--QuoteEnd--></div><!--QuoteEEnd-->

I dont envy you that one <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

<!--quoteo(post=167076:date=Oct 12 2006, 03:06 PM:name=pirate_kk)--><div class='quotetop'>QUOTE(pirate_kk @ Oct 12 2006, 03:06 PM) [snapback]167076[/snapback]</div><div class='quotemain'><!--quotec-->
Not a bug. Blaze and Beatrice Devlin skins was imported from AoP where there aren't any portraits during dialogs, only character names. Creating such portraits requires making animations, which is difficult.<!--QuoteEnd--></div><!--QuoteEEnd-->

Yeah Pieter told me the same - i've taken it of the list above now as people are aware of it and its only a very minor issue(makes note: must label bugs as minor/very minor etc <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> )

<!--quoteo(post=167076:date=Oct 12 2006, 03:06 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Oct 12 2006, 03:06 PM) [snapback]167076[/snapback]</div><div class='quotemain'><!--quotec-->
<b>21. Interface:</b> when in 3D sailing mode and you enter any of the rather cool new ship screens like Captains Cabin/Crew Deck/Cargo Deck, return key brings up a little options menu with icons of legs(fast travel), Sea(back to top deck and 3D sailing mode) and doorway - doorway icon does nothing?
<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=167076:date=Oct 12 2006, 03:06 PM:name=pirate_kk)--><div class='quotetop'>QUOTE(pirate_kk @ Oct 12 2006, 03:06 PM) [snapback]167076[/snapback]</div><div class='quotemain'><!--quotec-->
Yes. There's no attachments to other part to the ship, as well as fast travel doesn't work. You can only use a Sea icon to go back to sea and enter other deck from menu.<!--QuoteEnd--></div><!--QuoteEEnd-->

Another 'minor' issue - i was just highlighting it so people didn't forget. In fact most of my observations are just to bring things to peoples attentions - as many of you great modding guys live so close within the games workings it can be handy having a relativly fresh set of eyes look over where we are at in the beta <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
@pirate_kk:

I have the same problem with boarding ships.
Some of them turn grey on the radar during the battle. And even if they're still red, it's impossible to board them.
First I thought it's because my ship's too small, but now I have a class 2 ship. And it still doesn't work. Then I thought I don't have enough Grappling Points, but I have 7 and that should be enough.
Furthermore "Long Range Boarding" is enabled.
Definitely one of the nasty bugs.

SKULL(y)76
 
I looked at the screen where the money is displayed, but it looks like it should always display as an integer. This would be the proper place to fix it.

But I did find a couple of places where the money will be set to a float value:

LAi_CreateOfficer.c
Npchar.money = pow((Rand(3) + 1),2) * GetRandCharMoney(Npchar, 50);
Note that pow() returns a float value. Put makeint() around the whole thing:
Npchar.money = makeint(pow((Rand(3) + 1),2) * GetRandCharMoney(Npchar, 50));

ransack_captain.c
if(CheckAttribute(refEnemyCharacter,"money")) prisoner.money = refEnemyCharacter.money;
This one needs sti():
if(CheckAttribute(refEnemyCharacter,"money")) prisoner.money = sti(refEnemyCharacter.money);

Reinit.c
case 0: Fightincabin.wealth = sti(_refEnemy.money)*2.3; break;
... and several lines following. This whole switch statement should probably be changed to:
Fightincabin.wealth = makeint(_refEnemy.money*(frand(5.0)+2.3));

As for being unable to board ships when out at sea, I found the fix for that one already. Look in AIShip.c line 3135 (probably) for the line that says:
if (iIslandIndex < 0) return; // KK
... and comment it out by putting // at the beginning of the line:
// if (iIslandIndex < 0) return; // KK

Hook
 
I have played about four hours and have the folowing report.

I still can't buy bullets from anyone in the stormy start in the first island, maybe more.

Cuba is working great. New Islands have Govs and Smugglers wow.

On Cayman on the beach that is not Eden Rock the character can't move.

<b>NB.</b> Crew members are still not using firearms in boarding. They are equipping them but not firing them.

New Icons for fast travel look great.

On one occasion I encountered four bandits saved, was killed and when I loaded the save there were eight. Only four fought me off the save though.

I got two CTDs in an hour one pressing f2 at sea and one in ship to ship transfers.\

The thiner blades CG and SR look ropey to me.

I think the default on blade dammage is too low, I look into that tomorrow.


Over all this version is really great.

Nice job everyone!

<img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<!--quoteo(post=167248:date=Oct 13 2006, 12:00 AM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Oct 13 2006, 12:00 AM) [snapback]167248[/snapback]</div><div class='quotemain'><!--quotec-->
I still can't buy bullets from anyone in the stormy start in the first island, maybe more.
<snip>
<b>NB.</b> Crew members are still not using firearms in boarding. They are equipping them but not firing them.
<!--QuoteEnd--></div><!--QuoteEEnd-->
I just tested a boarding and my crew used firearms with no problems. I have the ammomod turned off. It's likely that your crew is equipping guns but not ammo. Perhaps Jack Rackham could look into this one.

Hook
 
<!--quoteo(post=167181:date=Oct 12 2006, 10:24 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Oct 12 2006, 10:24 PM) [snapback]167181[/snapback]</div><div class='quotemain'><!--quotec-->
edit......

As for being unable to board ships when out at sea, I found the fix for that one already. Look in AIShip.c line 3135 (probably) for the line that says:
if (iIslandIndex < 0) return; // KK
... and comment it out by putting // at the beginning of the line:
// if (iIslandIndex < 0) return; // KK

Hook
<!--QuoteEnd--></div><!--QuoteEEnd-->

excellent <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> i'll put that in and report back to confirm.

have you had the 'all ships in convoy surrendering after 1 does" bug yet? I know we had a way to avoid this(again putting the comments back in - in line 776), have you any other thoughts on this as i know you werent entirely happy with that 'fix'?
 
Just a vague idea to aid the bugsearch:

FAIK there have been some changes which enable you to raise other nations flags or false flags (great feature BTW). That of course affects your relation with other nations AND their ships. That relation in turn affects your ability to board, whether ships fight you etc.

So could there be a relation between some flag/relation changing code and the problems with boarding, surendering convoys, ships turning colour on the radar etc. ?
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I just tested a boarding and my crew used firearms with no problems. I have the ammomod turned off. It's likely that your crew is equipping guns but not ammo. Perhaps Jack Rackham could look into this one.<!--QuoteEnd--></div><!--QuoteEEnd-->

Hey Hook,

I have the ammo mod turned on. Personally, I really don't want to give it up. I will try to manually put some ammo in the weapons locker and see if that helps. Asking to Jack to look at it is a good idea.


How do we find line numbers?
 
<!--quoteo(post=167269:date=Oct 13 2006, 06:01 AM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Oct 13 2006, 06:01 AM) [snapback]167269[/snapback]</div><div class='quotemain'><!--quotec-->
I have the ammo mod turned on. Personally, I really don't want to give it up. I will try to manually put some ammo in the weapons locker and see if that helps. Asking to Jack to look at it is a good idea.<!--QuoteEnd--></div><!--QuoteEEnd-->
If you've never put ammo in the weapons locker, your crewmen may never have gotten any. I really don't know for sure how the whole ammomod works.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->How do we find line numbers?<!--QuoteEnd--></div><!--QuoteEEnd-->
Get a great editor, Notepad++ at the following link

<a href="http://notepad-plus.sourceforge.net/uk/site.htm" target="_blank">http://notepad-plus.sourceforge.net/uk/site.htm</a>

Once you've used it for editing source code files, you'll love it. I still use regular Notepad for editing plain text, but for everything else I use either this, or the editor that comes with Visual C++.

You might want to make a few changes to the defaults... make tabs 4, change all comments to the same size fonts as the rest of the code, and don't use italics in fonts.

Hook
 
<!--quoteo(post=167076:date=Oct 12 2006, 08:06 AM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Oct 12 2006, 08:06 AM) [snapback]167076[/snapback]</div><div class='quotemain'><!--quotec-->
<b>32. Bug/rations:</b> during the mission to escort the 'Oiseau' to Oxbay and destroy her on the way. I Start out in falaise de fluer with 54 crew/40 wheat/20 rum - enough food+rum for around 70 days.

Sail to Greenford: In minimap sailing mode it takes around 4-5 days according to the date/clock. During the voyage my crew will run out of rations and start to starve just before i arrive.

update: This also happens in the next bit of the quest where you have to escort the 'Albion' to greenbay. I'm guessing what happens is your new total combined crew(of your crew+escort ship crew) only take supplies from your ship?? I dont know how to confirm this.
<!--QuoteEnd--></div><!--QuoteEEnd-->
I can confirm the problem with the Oiseau. I started off with enough rations for 70 days, and made sure both ships had rations.

I went to the world map and watched the logs in the upper left. First time I had enough food for about 70 days. Next daily update I had enough for a heck of a lot less, maybe 20. When I checked both ships, my ship was totally out of wheat and rum, and the Oiseau only had a little. Something is eating our food at a tremendous rate.

What's worse, it looks like this problem was in the September 6 code as well. Either something is severely broken here, or if it's intentional it's a really bad idea.

Hook
 
I found the problem. The GetSquadronGoods() function was ignoring goods on "non-removable" companions like Boon, probably all other quest companions as well. This messed up the daily crew update calculations for food.

Look in CharacterUtilitie.c around line 183 for the line:

if( GetRemovable(chref) )

... and change it to...

if( GetRemovable(chref) || _Goods == GOOD_WHEAT || _Goods == GOOD_RUM) // LDH 13Oct06 fix for quest ships

I have no idea if this will mess anything else up, but I didn't notice any difference in Boon's ship other than the fact that everyone didn't starve. I could not transfer wheat and rum, for example.

Hook
 
<!--quoteo(post=167263:date=Oct 13 2006, 04:11 AM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Oct 13 2006, 04:11 AM) [snapback]167263[/snapback]</div><div class='quotemain'><!--quotec-->have you had the 'all ships in convoy surrendering after 1 does" bug yet? I know we had a way to avoid this(again putting the comments back in - in line 776), have you any other thoughts on this as i know you werent entirely happy with that 'fix'?
<!--QuoteEnd--></div><!--QuoteEEnd-->
The problem happens if you force the fleet commander to surrender. This is always the first ship in the line, to the best of my knowledge. The remainder of the fleet goes neutral to you. If you board the surrendered ship, when you return to your ship after boarding the rest of the fleet is hostile again.

I've been able to reproduce this in the new code, but so far haven't been able to make it happen in the September 6 code. And there aren't any changes I can find that might cause it.

I really think that if the fleet commander surrenders, someone else should take over as new fleet commander. This is what the code appears to be doing already. Why they go neutral is still unknown. And I'm still looking into it. But in the mean time, board the surrendered ship and everything goes back to normal... at least until you force the new fleet commander to surrender. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Hook
 
<!--quoteo(post=167268:date=Oct 13 2006, 10:57 AM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Oct 13 2006, 10:57 AM) [snapback]167268[/snapback]</div><div class='quotemain'><!--quotec-->
Just a vague idea to aid the bugsearch:

FAIK there have been some changes which enable you to raise other nations flags or false flags (great feature BTW). That of course affects your relation with other nations AND their ships. That relation in turn affects your ability to board, whether ships fight you etc.

So could there be a relation between some flag/relation changing code and the problems with boarding, surendering convoys, ships turning colour on the radar etc. ?
<!--QuoteEnd--></div><!--QuoteEEnd-->

Yes i was thinking along those lines. It can get quite tricky during the missions where you have to deal with france, if you use the wrong flag its trouble time! Still i like the feature and it seems to have some rules in place to stop the player just changing to any flag when they like at any time - so you have to choose your time to bluff your nationality. But i'm wondering how the AI is handling it all? and if it may be part of the some of the other problems we are seeing ref relations + combat?

<!--quoteo(post=167268:date=Oct 13 2006, 10:57 AM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Oct 13 2006, 10:57 AM) [snapback]167268[/snapback]</div><div class='quotemain'><!--quotec-->
........I found the problem. The GetSquadronGoods() function was ignoring goods on "non-removable" companions like Boon, probably all other quest companions as well. This messed up the daily crew update calculations for food.<!--QuoteEnd--></div><!--QuoteEEnd-->

I'll test that change as well - it only seems to happen on the escort missions(Albion as well).

<!--quoteo(post=167268:date=Oct 13 2006, 10:57 AM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Oct 13 2006, 10:57 AM) [snapback]167268[/snapback]</div><div class='quotemain'><!--quotec-->
.........I really think that if the fleet commander surrenders, someone else should take over as new fleet commander. This is what the code appears to be doing already. Why they go neutral is still unknown. And I'm still looking into it. But in the mean time, board the surrendered ship and everything goes back to normal... at least until you force the new fleet commander to surrender.<!--QuoteEnd--></div><!--QuoteEEnd-->

cool - at least the other ships will become hostile again after boarding, i didnt finish the boarding when i tried it. And yes your thoughts on making the next ship the new fleet commander would be a good way to shore up that part of the game.
I've left the comments out of line 776 by the way.
 
I don't know if this has been reported already, with all the threads I lost the overview.
The Boarding Crew only uses swords but no guns during boarding and when you take crew members with you ashore and give them weapons, they don't use any weapons. Neither Swords, nor guns.
Again, sorry if this has already been reported. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

SKULL(y)76
 
Hook,

Well I turned off the ammo mod, and my crew are using firearms during boarding so the problem is likely in the ammo mod not the boarding code.

On another front I have had maybe three encounters where the boarding icon will not appear during sea combat. I have the angle right and adjust speed but nothing happens the only way to board is to use the instant boarding and that only works once per engagement.

Does anyone have any ideas about this?
 
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